Rakshasa Spellcaster

Rakshasa Spellcaster
Level 18 (+7)
"Perhaps we could make a deal.............no?.......No. Very well then, the old-fashioned way, what method would you prefer I use to strip the flesh from your bones?"
——Galo, Rakshasa Spellcaster
A Rakshasa Spellcaster is a dangerous and intelligent monstrosity with an innate talent for magical destruction. All Rakshasa possess a similar level of skill, so even the weakest of these creatures is not to be taken lightly, Perhaps their most devastating ability is their natural defense, granted by their tiger-like hides. Rakshasa are invulnerable to all but the most powerful spells.
Awareness
27
Senses
Darkvision
Initiative
21/1d4
Max HP
362
Resilience: +4
Healing Value: 72
Morale
4
Defenses
AC
25/28
Touch
23
Fort
20
Reflex
24
Will
22
Resistances: Weap. Reduc. (10/Magic and Good), MR (Imm. Legendary Caliber & Lower)
Vulnerabilities: Blessed, Magic, Piercing Weapons (x2)
Defensive Actions
Parrying Shield
Grain a +4 racial bonus to AC, Touch and Reflex until the end of the segment. (Basic)
Attributes / Saving Throws
STR
12 / 16
DEX
14 / 18
CON
17 / 21
INT
15 / 19
WIS
13 / 17
CHA
22 / 26
Saving Throw Modifiers:
Actions
Movement Modes
Shift 5ft / 2
Skirmish 40ft / 3
Sprint 60ft / 3
At-Will
+10 vs AC
Claws
2d4+4 damage (ArN 0)
REC 5, Reach 5ft
+10 vs AC
Bite
2d6+2 damage (ArN 1)
REC 5, Reach 5ft
2d6+4 damage
Grapple +8
Special Actions
Rakshasa Spellcaster Abilities
On each turn, roll 1d8 to determine the actions available to the Rakshasa Spellcaster.

Any Result, choose one of the following:
Basic Attack: Make a Claws or Bite attack. (Basic)
Magic Missile [CT 4, REC 5]: Range 100ft, 6 unerring missiles. On a hit, deal 1d4+4 Force damage per missile. (Basic)
Acid Arrow [CT 5, REC 5]: Target one creature within 600ft, +15 vs Reflex. On a hit, deal 2d4+9 Caustic damage and ongoing 30 Caustic damage every 10 segments [SE, 5d10 vs DEX, no initial save]. Each time the ongoing damage is suffered, it is reduced by 5. (Basic)
Image [CT 2, REC 4]: Create an image of up to Huge size with visual, auditory, and scent components. (Basic)
Invisibility [CT 4, REC 4]: Target one creature. For 10 rounds the target becomes invisible (as Invisibility Spell). The target becomes visible if it makes an attack. (Basic)

3 or more, choose one of the following:
Combined Attack [REC 7]: Make a Claws and Bite attack, on the same or different targets. (Advanced)
Lightning Bolt [CT 5, REC 6]: Target one creature within 350ft, +15 vs Reflex. On a hit, deal 14d8+18 Lightning damage (half damage on miss). (Advanced)
Hold Monster [CT 4, REC 6]: Targets one creature (Huge size or smaller) within 50ft, +15 vs Will. On a hit, the target is Paralyzed [SE 5d10 vs CHA]. (Advanced)
Waves of Fatigue [CT 3, REC 4]: Targets all creatures in 50ft cone, +15 vs Fortitude. On a hit, targets are Weakened [SE, ST 4d10 vs STR]. Aftereffect and on a miss, the target it Weakened for 1 round. (Advanced)
Haste [CT 3, REC 1]: Target one creature within 30ft. For 10 rounds, the targets Recovery Times are reduced by 1 (2 for REC 7 or more). (Advanced)

6 or more, choose one of the following:
Finger of Death [CT 8, REC 5]: Target one creature within 50ft, +15 vs Fortitude. On a hit, the target suffers 4d6+69 Necrotic damage (half damage on miss) and is Marked for Death [SE, ST 5d10 vs CON]. If the target does not save within 20 segments, it dies. (Legendary)
Freezing Sphere [CT 5, REC 5]: Targets 20ft diameter area within 500ft, +15 vs Reflex. On a hit, targets suffer 5d6+82 Cold damage (half damage on miss) and all liquids they carry are froze solid. Additionally, freezes liquid surfaces within 100ft diameter area (as Freezing Sphere spell). (Advanced)
Teleport [CT 6, REC 3]: The Rakshasa Teleports itself and up to 2 additional medium creatures (within Touch) to a familiar location within 10 miles. (Legendary)
Shape Change
Standard Action [REC 4]
The Rakshasa can change into the form of any humanoid. This grants a +10 racial bonus to Disguise checks. (Advanced)
Overland Movement
40 mi/day
Qualities
  • Magic Immunity: Immune to all magic of Legendary Caliber or lower (inc)
  • Weapon Reduction and Vulnerability: Damage Reduction 10 to all non-magic Weapons (except Good aligned). Conversely, Blessed Weapons deal double damage. (inc)
  • Natural Armor: AC +2/+5 (inc)
Skills: Rank 2 Balance [+7], Rank 2 Escape [+6], Rank 3 Search [+8], Rank 7 Stealth [+16], Rank 1 Swim [+4], Rank 7 Listen [+16], Rank 8 Spot [+18], Rank 4 Alchemy [A: +10/L&T: +10], Rank 3 Herbalism [A: +8/L&T: +8], Rank 4 Ritual Casting [A: +10/L&T: +10], Rank 2 Survival [A: +7/L&T: +6], Rank 8 Eldritch Arts [A: +20/L&T: +18], Rank 5 Charm [+14], Rank 3 Coercion [+8], Rank 7 Deception [+18], Rank 5 Manipulation [+14], Rank 5 Persuasion [+12], Rank 3 Aloofness [+10], Rank 2 Bravery [+9], Rank 7 Intuition [+16], Rank 1 Tolerance [+6], Rank 5 Suspicion [+12]
Feats: Superior Initiative [3], Improved Def. Concentration [2], Greater Eldrtitch Might [2], Potent Powers [2]
Philosophies: Rank 4 Mental, Rank 4 Physical, Rank 7 Eldritch
Combat Training: Cast 5, Parry 2, Fort 1, Reflex 3, Will 2
Wits: {{{Wits}}}, Brawn: {{{Brawn}}}
Equipment: None
Social
Languages: Common, Infernal, Undercommon
Composure: 31
Charm
+14
Coercion
+8
Deception
+18
Manipulation
+14
Persuasion
+12
Aloofness
+10
Bravery
+9
Intuition
+16
Tolerance
+6
Suspicion
+12
Prejudices:
    Motives:

    Rakshasa Characteristics

    Rakshasa posses humanoid bodies, but are covered in luxurious tiger's fur, and have a tiger's head. Rakshasa are from a noble lineage of extra planar creatures, and most commonly garb themselves in fine clothing suitable for beings of their station. When dealing with other humanoids, Rakshasa rarely appear in their true forms, but rather take the shape of a more common humanoid so they can assess their prey at their leisure. The only other feature to note of the Rakshasa is the palms of their hands are switched with the backs of their hands, appearing unnerving to most.

    History

    Rakshasa are known to be of extra-planar origin, although how they first came to reside on the mortal coil, and from what plane they came from is unknown to all except the Rakshasa themselves, and they are not prone to divulging secrets to lessers. These malevolent creatures have appeared most frequently in small pockets around various eastern continents, seemingly drawn to the mystic arts practiced there. A particular gruesome and unsubstantiated tale of how these beings are created revolves around the kidnapping of mortal children. It is said that a cabal of Rakshasa have been known to descend upon unsuspecting hamlets and kidnap all of the children found within in a matter of minutes. The children are then taken to a previously chosen location far away from any hope of rescue, and pitted against each other in moral combat. The child that survives earns the honor to be transformed into one of their kind. Their professions range from black market traders, extortionists, terrorists, serial killers and corrupt court officials, almost always under the guise of someone else, for their appearance is quite distinctive and almost all know to be weary of the powerful Rakshasa.

    Culture

    The ecology of this race of evil beings seems to be organized on equal grounds. In only the rarest cases does one Rakshasa lead one or more others, and even those situation tend to be temporary. Rakshasa seek to gain as much for themselves and their race by taking from others, be it through crooked business, skullduggery or magical manipulation. While Rakshasa can fight hand to hand on open ground, they are loathe to do so, finding such things to be uncivilized. Instead they prefer to defeat enemies through strategic manipulation or magical combat. While these dangerous tricksters hold no particular loyalty to each other, they are a prideful race, and will often aid other Rakshasa in danger to avoid sullying the reputation of their bizarre species.